OJCHRE 



ii^jf^:y I LUjN 



LIBRARY OF CONGRESS. 



Shelft. 



UNITED STATES OF AMEKICA. 



THE LAWS OF EUCHRE 



THE 

LAWS OF EUCHRE 

As Adopted by the Somerset Club 
OF Boston, March i, 1888 

OTitfj ^ome ^ussestions nhoui tfte flag 



H. C. LEEDS AND TAMES DWIGHT 



9 




APR 21 1888 _ 



BOSTON 

TICKNOR AND COMPANY 

211 SCimont Stteet 

1888 






Copyright^ r888, 

By Ticknor and Company. 

All rights reserved. 



gCniiiersitg grcgs: 
John Wilson and Son, Cambridge, U. S. A. 



PEEFACE. 



Euchre is played in so many different 
ways and under so many different rules 
that there seems to be a necessity for 
more rigid and exact Laws than exist 
at present. 

The Laws of Euchre, as here appended, 
have stood the test of time and received 
the attention of many scientific Euchre- 
players. 

Tf any game of cards is worth playing at 
all, it should be played according to rule 
in the strictest interpretation, and no favors 
should be given or expected. 



iv PREFACE. 

An attempt has been made in these 
Eules to make the penalties commensurate 
with the advantage which miglit be gained 
by the error. A common instance of this 
is in the case of a lead out of turn. It 
often happens that the exposed card is an 
advantage to the side so offending, and 
the adversaries have no redress. Here the 
Whist Law has been applied, allowing the 
non-offending side the option of two penal- 
ties. See Rule 52. 

Another instance occurs in a lone hand. 
An exposed card can only benefit the 
adversaries, consequently no penalty is 
attached ; but should the lone hand lead 
out of turn, he is supposed to be attempt- 
ing to gain an advantage, therefore Kule 
104 has been adopted. 



CONTENTS. 



Page 

The Laws of Euchre 7 

The Rubber 7 

Scoring 7 

Cutting 9 

Formation of the Table 9 

Cutting Cards of Equal Value 10 

Cutting out 11 

Entry and Re-entry 11 

Shuffling 13 

The Deal 14 

A New Deal 15 

A Misdeal 17 

Cards liable to be called 18 

Cards played iu Error 22 

The Revoke 24 

Calling for New Cards 26 

Making the Trump and Playing 27 



vi CONTENTS. 

Page 

The Discard 30 

The Trump Card 82 

Playing alone . , o 32 

Etiquette of Euchre 35 

Technical Terms used in Euchre 38 

General Eemarks . 41 

Eldest, or First Hand 43 

Second Hand 46 

Third Hand 50 

The Dealer 52 

The Bridge 66 

Lone Hands 57 

Coups 61 

Case 1 63 

Case II 65 

Casein m 

Case IV 67 

CaseV . 68 

CaseYI 70 

Case VII. 72 

Case VIII 73 

Case IX 75 



THE LAWS OF EUCHRE. 



THE RUBBER. 

1. The rubber is the best of three 
games. If the first two games are won by 
the same players, the third game is played ; 
should the score of the third game lap, a 
fourth game is played. 

SCORING. 

2. A game consists of five points. 
Should a player order up, assist, adopt, or 
make the trump, and he and his partner 
take five tricks, they score two ; three or 



8 THE LAWS OF EUCHRE, 

four tricks, they score one. If they fail to 
take three tricks they are euchred, and the 
adversaries score two. 

3. When a player plays alone and takes 
five tricks, he scores four; three or four 
tricks, he scores one. If he fails to take 
three tricks he is euchred, and the adver- 
saries score four. 

4. The penalty of a revoke takes pre- 
cedence of all other scores. 

5. An error in the score can be rectified 
at any time before the trump card is turned 
in the next deal. 

6. Points should be announced before 
scoring. 

7. Each game won counts one unless 
the losing side has failed to score, in which 
case the game counts two. Two addi- 
tional points are taken by the side winning 
the rubber. Thus it is possible to win ten 



THE LAWS OF EUCHRE, 9 

points in a rubber; that is, four double 
games, and two points for the rubber. 

CUTTING. 

8. The knave is the highest card, then 
the ace, king, etc. 

9. In all cases every one must cut from 
the same pack. 

10. Should a player expose more than 
one card, he must cut again. 

FORMATION OF THE TABLE. 

11. If there are more than four candi- 
dates, the players are selected by cutting ; 
those first in the room having the prefer- 
ence. The four who cut the highest cards 
play first, and again cut to decide on part- 
ners. The two highest play against the two 
lowest. The highest is the dealer, who 
has choice of cards, seats, and counters ; 



10 THE LA WS OF EUCHRE. 

and having once made his selection, he 
must abide by it. 

12. When there are more than six can- 
didates, those who cut the fifth and sixth 
highest cards belong to the table. 

CUTTING CARDS^OF EQUAL VALUE. 

13. Two players cutting cards of equal 
value, unless such cards are the two lowest, 
or the two highest, cut again. 

14. Three players cutting cards of equal 
value, cut again; should the fourth (or 
remaining) card be the highest, the two 
lowest of the new cut are partners, and 
their opponents have the deal. Should the 
fourth card be the lowest, the two highest 
of the new cut are partners, and have the 
deal and choice of seats, etc. 



THE LAWS OF EUCHRE. 11 

CUTTING OUT. 

15. At the end of a rubber, should ad- 
mission be claimed bj any one, or by two 
candidates, he who has, or they who have, 
played a greater number of consecutive 
rubbers than the others, is or are out. 
When all have played the same number, 
they must cut to decide on the out-goers, 
the lowest going out. 

ENTRY AND RE-ENTRY. 

16. A candidate wishing to enter a table 
must declare such intention before any of 
the players have cut a card, either for the 
purpose of commencing a new rubber, or 
of cutting out. 

17. In the formation of fresh tables, 
those candidates who have neither belonged 
to nor played at any other table, have the 



1 2 THE LA WS OF EUCHRE. 

prior right of entry ; the others decide 
their right of admission by cutting. 

18. Any one quitting a table prior to the . 
conclusion of a rubber may, with the con- 
sent of the other three players, appoint a 
substitute in his absence during that rubber. 

19. Should a player leave a full table 
after he has played but one of the two 
consecutive rubbers to which he is entitled, 
the candidate next in order for entrance to 
the table takes his place, but must go out 
at the end of one rubber, as his predecessor 
would have done. 

20. A player cutting into one table 
while belonging to another, loses his right 
of re-entry into the latter, and takes his 
chance of cutting in as if he were a fresh 
candidate. 

21. If any one break up a table, the re- 
maining players have the prior right to 



THE LAWS OF EUCHRE. 13 

him of entry into any other; and should 
there not be yacancies at such other table 
for all those candidates, they settle their 
precedence by cutting. 



SHUFFLING. 

22. The pack must neither be shuffled 
below the table, nor so that the face of 
any card can be seen. 

23. The pack must not be shuffled dur- 
ing the play of a hand. 

24. Each player has a right to shuffle 
once only, except as provided by Law 27, 
prior to a deal, after a false cut, or when 
a new deal has occurred. 

25. The dealer's partner must collect 
the cards for the ensuing deal, and he 
has the first right to shuffle that pack. 

26. Each player, after shuffling, must 
place the cards, properly collected and face 



14 THE LAWS OF EUCHRE. 

downwards, to the left of the player about 
to deal. 

27. The dealer has always the right to 
shuffle last; but should a card or cards be 
seen during his shuffling or while giving 
the pack to be cut, he may be compelled 
to re-shuffle. 

THE DEAL. 

28. Each player deals in turn ; the right 
of dealing goes to the left. 

29. The player on the dealer's right 
cuts the pack, and in dividing it he must 
not leave fewer than four cards in either 
packet. If in cutting or in placing one of 
the packets on the other, a card be ex- 
posed, or if there be any confusion of the 
cards, or a doubt as to the exact place 
where the pack was divided, there must 
be a fresh cut. 



THE LAWS OF EUCHRE. 15 

30. When a player has once separated 
a pack he cannot alter his intention; he 
can neither re-shuffle nor re-cut the cards. 

31. When the pack is cut, should the 
dealer re-shuffle he loses the deal. 

32. After dealing, the dealer should 
put the pack at his right hand. 

A NEW DEAL. 

33. There must be a new deal by the 
same dealer if during the deal or during 
the play of the hand the pack be found 
to be incorrect or imperfect ; but all points 
scored on previous hands stand. 

34. If any card be found faced in the 
pack before a lead is made, there must be 
a new deal. 

35. If, while dealing, a card be exposed 
by the dealer or his partner, the adversa- 
ries can call for a new deal, provided that 



16 THE LAWS OF EUCHRE. 

neither of them has touched the cards. A 
card exposed by either adversary gives 
that claim to the dealer, provided that his 
partner has not touched the cards. If a 
new deal does not take place, the exposed 
card cannot be called. 

36. If, during the deal, a player touch 
any of his cards, the adversaries may do 
the same without losing their privilege of 
claiming a new deal, should chance give 
them such option. 

87. If, in dealing, one of the last cards 
be exposed, and the dealer turn up the 
trump before there is reasonable time for 
his adversaries to decide as to a fresh deal, 
they do not thereby lose their privilege. 

88. A deal made with the adversaries' 
cards is good, provided that the trump 
card has been turned. If not, a new deal 
may be claimed. The players thus losing 



THE LAWS OF EUCHRE. 17 

their cards may reclaim them at the end 
of the deal. 

39. Should the dealer, in turning the 
trump card, expose any other card of the 
pack, there must be a new deal. 

40. A deal out of turn can be stopped, 
if the error be discovered before the trump 
card is turned ; otherwise the deal stands. 

A MISDEAL. 

41. A misdeal loses the deal. 

42. It is a misdeal, — 

I. Unless five cards are dealt to 
each player. 

II. Unless the dealer begin by giv- 
ing two cards to each player in turn 
in the first round of the deal, and three 
in the second, or vice versa. 

43. A misdeal does not lose the deal 
if during the dealing either of the adver- 

2 



18 THE LAWS OF EUCHRE. 

saries toncli the cards prior to the dealer's 
partner having done so. Should the latter 
have first interfered with the cards, not- 
withstanding either or both of the adver- 
saries have subsequently done the same, 
the deal is lost. 

44. If the adversaries interrupt a dealer 
while dealing, either by questioning the 
score or asserting that it is not his deal, 
and fail to establish such claim, should a 
misdeal occur he may deal again. 

45. Should a player take his partner's 
deal and misdeal, the latter is liable to 
the usual penalties, and the adversary next 
in rotation to the player who ought to 
have dealt, then deals. 

CARDS LIABLE TO BE CALLED. 

46. All exposed cards are liable to be 
called, and must be left on the table ; but a 



THE LAWS OF EUCHRE. 19 

card is not an exposed card when dropped 
on the floor or elsewhere below the table. 
The following are exposed cards : — 

I. Two or more cards played at once. 

II. Any card dropped face upwards, 
or in any way exposed on or above 
the table, even though snatched up so 
quickly that no one can name it. 

III. The trump card if lifted from 
the pack. 

47. If any one play to an imperfect trick 
the highest card on the table, or lead one 
which is a winning card against his ad- 
versaries, and then lead again, or play 
several such winning cards one after the 
other, without waiting for his partner to 
play, the latter may be called on to win, 
if he can, the first or any other of those 
tricks, and the other cards thus improperly 
played are exposed cards. 



20 THE LA WS OF EUCHRE. 

48. If a player or players, under the 
impression that the game is lost or won, 
or for other reasons, throw his or their 
cards on the table face upwards, such 
cards are exposed, and can be called, each 
player's by the adversary ; but should 
one player retain his hand, he cannot be 
forced to abandon it. 

49. If all four players throw their cards 
on the table face upwards, the hands are 
abandoned, and no one can again take up 
his cards. Should it then be proved that 
the game could have been saved or won, 
no such claim can be entertained unless 
a revoke be established. 

50. In a lone hand, should either adver- 
sary abandon his hand by laying it face 
upwards on the table, or by failing to 
play to every trick, the party playing alone 
scores five points. 



THE LAWS OF EUCHRE. 21 

61. A card detached from the rest of 
the hand is liable to be called if either 
of the adversaries can name it ; but should 
an adversary name a wrong card, he is 
liable to have a suit called when he or 
his partner next lead. 

52. If any player lead out of turn, the 
adversaries may either call the card erro- 
neously led, or may call a suit from him 
or his partner when it is next the turn of 
either to lead. 

63. If any player lead out of turn, and 
the other three have followed him, the 
trick is complete, and the error cannot be 
rectified ; but if only the second, or the 
second and third, have played to the false 
lead, their cards, on discovery of the mis- 
take, are taken back, and there is no 
penalty against any one except the original 
offender. 



22 THE LAWS OF EUCHRE. 

54. If a player who has rendered him- 
self liable to have his highest or lowest 
called, fail to play as desired, or if when 
called on to lead one suit, lead another, 
having in his hand one or more cards of 
the suit demanded, he incurs the penalty 
of a revoke. 

bb. In no case can a player be com- 
pelled to play a card which would oblige 
him to revoke. 

b^. The call for an exposed card can 
be repeated until such card has been 
played. 

57. If a player called on to lead a suit 
have none of it, the penalty is paid. 

CARDS PLAYED IN ERROR. 

58. Should the third hand play before 
the second, the fourth may play before his 
partner. 



THE LAWS OF EUCHRE. 23 

59. Should the third hand not have 
played, and the fourth hand play before 
his partner, the latter may be called on 
to win or lose the trick. 

60. Should any one have omitted playing 
to a former trick, and such error be not 
discovered till he has played to the next, 
the adversaries may claim a new deal. 
Should they decide that the deal stand 
good, the surplus card at the end of the 
hand is considered to have been played to 
the imperfect trick, but does not constitute 
a revoke therein. 

61. If any one play two cards to the 
same trick, . or mix his trump or other 
card with a trick to which it does not 
properly belong, and the mistake is not 
discovered till the hand is played out, 
he is answerable for all the consequent 
revokes he may have made. 



24 THE LAWS OF EUCHRE. 

If during the play of the hand the error 
be detected, the tricks may be counted face 
downwards, to ascertain if there be among 
them a card too many ; should this be the 
case, the trick may be searched, and the 
card restored. The player is, however, 
liable for all the revokes he may have 
meanwhile made. 

THE REVOKE 

62. Is when a player, holding one or 
more cards of the suit led, plays a card of 
a different suit. 

63. The penalty of a revoke is three 
points, except in the case of a lone hand, 
when it is five ; and the penalty may be 
claimed as often as the revoke is repeated 
in the hand. 

64. A revoke is established if the trick 
in which it occurs be turned and quitted ; 



THE LAWS OF EUCHRE. 25 

or if the revoking player or his partner, 
whether in his right turn or otherwise, 
lead or play to the following trick. 

65. A player may ask his partner 
whether he has not a card of the suit 
renounced. Should the question be asked 
before the trick be turned and quitted, 
subsequent turning and quitting does not 
establish the revoke, and the error may 
be corrected, unless the question be an- 
swered in the negative, or unless the re- 
voking player or his partner have led or 
played to the following trick. 

'q'o. At the end of the hand the claim- 
ants of a revoke may search all the tricks. 

67. Should a revoke be claimed, and the 
accused player or his partner mix the 
cards before they have been sufficiently 
examined by the adversaries, the revoke 
is established. 



26 THE LA WS OF EUCHRE. 

68. A revoke cannot be claimed after 
the cards are cut for the next deal. 

69. If a player discover his mistake in 
time to save a revoke, the adversaries 
may call the card played in error. Any 
player or players who have played after 
him, except his partner, may withdraw 
their cards and substitute others; the 
cards so withdrawn are not liable to be 
called. 

70. A revoking player and his partner 
may require the hand on which the revoke 
occurred to be played out. 

71. An equal number of revokes on 
different sides cancel each other. 

CALLING FOR NEW CARDS. 

72. Any player (on paying for them) 
before, but not after, the pack is cut for 
the deal, may call for fresh cards. He must 



THE LAWS OF EUCHRE. 27 

call for two new packs, of which the dealer 
has the choice. 

73. A card or cards torn or marked must 
be replaced by agreement, or new cards 
called for at the expense of the table. 

MAKING THE TRUMP AND PLAYING. 

74. The trump card having been turned, ■ 
the eldest hand may pass, order up, or play 
alone ; in either of the last two cases the 
third hand may take it from him and play 
alone. 

75. Should the eldest hand pass, the 
second hand may pass, assist, or play 
alone ; in either of the last two cases the 
dealer may take it from him and play alone. 

76. Should the second hand pass, the 
third hand can pass, order up, or play 
alone ; and after him the dealer must pass, 
take up the trump, or play alone. 



28 THE LAWS OF EUCHRE. 

77. Should all four players pass, the 
trump is turned down, and the first hand 
can name a suit, or pass ; and so on in turn 
around the table. Should all pass again, the 
deal is at an end, and the next player deals. 

78. Should the player entitled to make 
a trump name a suit, he cannot change ; 

« and should he name the suit turned down, 
lie is considered to have passed. 

79. Should the player, after naming the 
suit turned down, or passing, mention the 
suit he intended to make trumps, his part- 
ner also must pass. 

80. Should a player pass, and then at- 
tempt to assist, or order up the trump, his 
partner also must pass. The adversaries, 
however, may elect that it shall be played. 

81. Should a player make a declaration, 
and his partner not hear it and pass, the 
declaration is not invalidated. 



THE LAWS OF EUCHRE. 29 

82. No player can take away another's 
right by passing, ordering up, or assisting, 
out of turn ; but should the dealer turn 
down the trump card, or on the second 
round throw his cards on the table, such 
action is binding on his partner. 

83. If any one, prior to his partner's 
playing, should call attention to the trick 
either by saying that it is or is not his, or 
by naming his card or by drawing it with- 
out being asked to do so, or call on his partner 
to take or not to take the trick, the ad- 
versaries may require that opponent's part- 
ner to play his highest or lowest of the 
suit led, or to win or lose the trick. 

84. A player has no right to ask who 
played a particular card, but at any time 
during the play of a trick, or after the four 
cards are played, but before they are 
touched for the purpose of gathering them 



30 THE LAWS OF EUCHRE. 

together, may demand that the cards be 
placed before their respective players. 

85. When a player and his partner have 
an option of exacting from their adversaries 
one of two penalties, they should agree who 
is to make the election, but must not 
consult with one another which of the two 
penalties it is advisable to exact. If they 
do so consult, they lose their right; and 
if either of them, with or without the con- 
sent of his partner, demand a penalty to 
which he is entitled, such decision is final. 

THE DISCARD. 

86. Should the card turned up be made 
the trump, the dealer must at once discard 
one card from his hand. The discard is 
not complete until the dealer has placed 
the card under the pack and quitted it; 
after whicli he cannot chano-e. 



THE LA WS OF EUCHRE. 31 

87. Should the eldest hand lead before 
the disijard is completed, the lead stands, 
and the dealer can change his discard if 
he wishes. 

88. The trump card cannot be dis- 
carded. 

89. Should the third hand play alone, 
and the second player lead before the 
dealer has discarded, the latter can be 
called on to play his highest or lowest 
of the suit led, or to win or lose the 
trick. 

90. Should any player have more or 
less than five cards, or the dealer neglect 
to discard before playing, the deal holds 
good, and the party so offending forfeits 
two if all four are playing, and four if a 
lone hand is played. They also are not 
entitled to score any point or points they 
may have made on that hand. 



32 THE LAWS OF EUCHRE. 

THE TRUMP CARD. 

91. The trump card must be left in view 
till played, and if removed or lifted from 
the pack, becomes an exposed card. 

92. After the trump card has been 
played, no player has a right to ask what 
card was turned up, but can at any time 
ask what is the trump suit. 

PLAYING ALONE. 

93. A«^ player may play alone when he 
orders up, assists, adopts, or makes the 
trump, or when his partner does so, pro- 
vided that he himself has not already 
passed. 

94. If a player declares to play alone, 
his partner may take it from him, subject 
to the previous rule ; in which case the 
form of declaration must be, " I take it 
from you." 



THE LAWS OF EUCHRE. 33 

95. A player cannot play alone when he 
or his partner is ordered up, or when his 
adversaries adopt or make the trump, or 
if before making his declaration he exposes 
a card. 

96. The dealer must announce his in- 
tention to play alone before quitting his 
discard. 

97. A player must announce his inten- 
tion to play alone before naming the trump, 
otherwise he can be required to play the 
hand with his partner. 

98. In all cases a single declaration 
must be made. It is not permitted to say, 
" I order it up and play it alone," or " I make 
it hearts and play it alone." The decla- 
ration must be, " I play alone at hearts," 
or, " Alone at hearts." Any other dec- 
laration precludes a lone hand. 

99. Should the partner of the player 

3 



34 THE LAWS OF EUCHRE. 

playing alone offer to take it from him. 
after a lead has been made, or after he has 
himself passed, neither can play alone. 

100. Should a player announce that he 
will play alone, and his partner play upon 
the first lead, the player loses his right to 
play the hand alone, and must play it with 
his partner, unless his adversaries elect 
that he play it alone. 

101. Should a player announce that he 
will play alone, his partner must place his 
own cards on the table face downwards, and 
not again take them up. He shall have the 
right to gather and quit his partner's tricks, 
and his action is binding on his partner. 

102. Should a player expose the face of 
any of his cards, his partner can score only 
two points, should he take every trick ; but 
in case of a euchre the adversaries score 
four. 



THE LAWS OF EUCHRE. 35 

103. After the partner of the lone player 
has placed his hand on the table, either 
adversary may count the hand, to see if it 
contains more or less than five cards. 

104. A player playing alone is liable to 
no penalty for simply exposing a card ; but 
should he lead out of turn, the card is an 
exposed card, and can be called. 

105. Should an adversary play out of 
turn to the lead of a lone hand, both 
opposing hands must be laid on the table, 
and can be called by the player playing 
alone. 

ETIQUETTE OF EUCHRE. 

106. The following rules belong to the 
established Etiquette of Euchre. - They are 
not called " Laws," as it is difficult, and in 
some cases impossible, to apply any penalty 
to their infraction, and the only remedy is 



36 THE LA WS OF EUCHRE, 

to cease to play with the players who hab- 
itually disregard them. 

107. Two packs of cards of different 
colors are invariably used at Clubs, and 
this should be adhered to if possible. 

108. A player having the lead and 
another winning card to play, should not 
draw the second card out of his hand till 
his partner has played to the first trick, 
such act being a distinct intimation that 
the former has played a winning card. 

109. No intimation whatever by word 
or gesture should be given by a player as 
to the state of the hand or the game after 
the trump card is turned. 

110. A player who desires the cards to 
be placed, or demands to see the last trick, 
should do so for his own information only, 
and not to attract the attention of his 
partner. 



THE LAWS OF EUCHRE. 37 

111. No player should object to refer to 
a bystander who professes himself unin- 
terested in the game and able to decide 
any disputed question of fact. 

112. It is unfair to revoke purposely ; 
and having made a revoke, a player is not 
justified in making a second to conceal the 
first. 

113. Until the players have made such 
bets as they wish, bets should not be made 
with the bystanders. 

114. Bystanders should make no remark, 
nor should they, by word or gesture, give 
any intimation of the state of the game 
until concluded and scored, nor should 
they walk around the table to look at the 
different hands. 

115. No one should look over the hand 
of a player against whom he is betting. 

116. Players should pass, assist, order 



38 THE LAWS OF EUCHRE. 

up, etc., with as nearly as possible the 
same manner at all times, and should be 
careful not to give information bj unusual 
quickness or delay. 

TECHNICAL TERMS USED IN EUCHRE. 

" Eight Bower," or " Eight," —knave of 
the trump suit, which is the highest card. 

"Left Bower," or " Left," — knave of 
the same color as the trump suit, which is 
the second best card. 

" Alone," — playing without your part- 
ner. 

" Assist," or " Help," — ordering up the 
trump when your partner deals. 

"Announce," — to declare the suit 
which shall be trumps. 

" Bridge," — when the score of the eld- 
est hand is four to one or four to two in 
his favor. 



THE LA TVS OF EUCHRE. 39 

" Crossing the suit," — making the trump 
of a different color from the suit turned 
down. 

" Next," — to make a trump of the color 
turned down. 

"Euchre," — when the party making the 
trump fails to take three tricks. 

" Hand," — the five cards dealt to each 
player. 

"Ordering up," — requiring the dealer 
and his partner to play the trump turned 
up. 

" Pass," — declining to order up, assist, 
adopt, or make the trump. 

" March,'' — taking five tricks. , 

" Love Game," " Slam," or " Double," — 
where the score is five to nothing. 

" Lap," — is where more points are made 
than are necessary to win a game, and are 
carried to the next game. 



40 THE LAWS OF EUCHRE. 

" Rubber," — consists of three games. 

When, however, a lap is made in the 
third game, a fourth must be played. 

A "Lay Card," or an "Outsider," — is 
a card of a different suit from the trump. 



GENERAL REMARKS. 



The following points are written simply 
for the information of those not thoroughly 
conversant with the game of Euchre. 

It is not the intention of the authors to 
write a treatise on the game, but merely 
to illustrate a few conventional plays, most 
of which are in use among the best expo- 
nents of the game. 

There can be no absolute rules about 
the play in Euchre, as in Whist, as the 
number of cards is so few that the impor- 
tance of each play is intensified, and the 



42 GENERAL REMARKS. 

score has so great an influence on the 
hand. 

The exceptions also are perhaps almost 
as numerous as the rules; but if the be- 
ginner will accept as a guide the appended 
hints, it is thought they will not lead him 
far astray. 

The play of the cards is governed by the 
card sense of the individual. 

The refinement of the game consists in 
playing to the score, which is quite peculiar 
to Euchre, since it is so constantly chang- 
ing. The same hand should suggest dif- 
ferent ideas at different scores. 

A player should school himself to no- 
tice the score before he picks up his hand. 
No attempt has been made to go beyond 
the adoption of the trump, passing, assist- 
ing, and the original lead or play, at the 
risk of being confusing. 



ELDEST HAND. 43 

A beginner should follow these hints 
pretty closely. A good Euchre player can 
make his own exceptions ; but they should 
be made with careful consideration, and 
not abused. 

ELDEST, OR FIRST HAND. 

When the right is not turned, order 
with three medium trumps or better, and 
some strength in suit, 'provided you have 
nothing to go to ; for example, ace, queen, 
ten of the turn-up, and two cards of an- 
other suit. 

Do not order (unless with great strength) 
if you can make it next; for example, queen 
of clubs turned up, you hold right, ten, and 
nine of clubs, and king and ten of spades ; 
or left, ace and seven of clubs, seven of 
spades, and seven of diamonds. In both 
of these cases pass, and make it next. 



44 ELDEST HAND. 

Make it next when you can, and do not 
cross the suit, unless very strong, especially 
when a bower is turned down ; for example, 
the dealer has turned down the king of 
spades, with ace, king, and seven of hearts, 
knave of spades, and ten of clubs : naake it 
next, and lead the left. 

When making the trump with ace and 
two others (without the king), lead ace 
in next, and small one when crossing the 
suit. 

If the right is not turned, lead trumps 
through the assisting hand. The excep- 
tions to this are, — With left and small 
one ; ace and small one ; with score four 
to three in your favor, and you play with 
certain reasons to stop a march; and oc- 
casionally when short of a suit. 

With a large tenace in trumps as right, 
ace, or right, king, and no outside cards 



ELDEST HAND. 45 

of any special value, play an off-suit, 
whether dealer takes up with or without 
assistance. 

With one or two trumps and two aces, 
lead trumps, whether through assistance 
or not. 

If the dealer adopts the trump, avoid, 
if you can, leading from suits of king, 
seven ; queen, seven, etc. If possible, lead 
an ace, or from a short suit of king or 
queen, or from a suit of equals, as king, 
queen, or queen, knave, or knave, ten. 

In general do not lead trumps up to the 
dealer's adoption; but with three trumps, 
and the score two points in your favor, 
lead a trump, if the turn-up is not above 
the king. If you hold the two bowers 
and an outside ace, always lead them in 
the order named. 

Always lead a trump when your partner 



46 SECOND HAND. 

has ordered up, or made the trump. If 
you have no trump, play your best card. 
Avoid leading the. turn-down until at least 
one round of trumps has been played. If 
you have left and small one, lead the 
left and continue with small one if both 
opponents follow. With any two others, 
lead smallest, unless equals. 

Score four to three in your favor is a 
position of caution, and consequently your 
play should be very conservative. 

SECOND HAND. 

Do not assist too light. This is the most 
common error in Euchre. 
Assist with three trumps. 

right and another.^ 
left and another, and out- 
side ace. 

^ "Another " means " a small one." 



SECOND HAND. 47 

Assist with left and another ; dependent 
upon the score, 
two trumps and two aces, 
ace and another, and out- 
side ace ; dependent up on 
score ; always, however, if 
right is turned, 
two medium trumps, and one 
suit of three, headed by the 
ace, dependent upon the 
score. 
Ace and another, and king and another, 
even when short of a suit, are permissible 
only when justified by scores of four-all 
or four-love in your favor. 

Anything less than this is not good 
Euchre, except, of course, at the two above- 
named scores. 

Bo not assist the right with two small 
ones. Your partner usually will know 



48 SECOND HAND. 

what to do with the bower. By too light 
an assistance you may tempt him into a 
lone hand, under the impression that one 
or two big trumps are out of his way. 

Kemember that to be short of one or two 
suits is a great advantage to an assisting 
hand. 

When led through with right and an- 
other, play the right, except when the ace is 
turned, — when it is permissible to finesse. 

When led through, when assisting with 
left and another, play left, unless right or 
ace is turned. 

When assisting with three trumps, if 
you take the first trick in suit, lead trumps 
at once. If you take the first trick by 
trumping a suit, your play is then depend- 
ent upon the value of your remaining 
trumps and the turn-up. 

With two trumps and two aces, lead 



SECOND HAND. 49 

trumps as early as possible, if your oppo- 
nents have not done so for you. 

If your partner adopts the turn-up with- 
out your assistance, and you hold queen, 
seven; ten, eight, etc., in trumps, ruff as 
early as possible with the big one, and lead 
the small one. 

If you take the first trick in suit, and 
your partner throws away, do not lead the 
suit he has shown, even if you have the 
ace of it. 

If your partner turn down black, make 
it red if you can, especially if he has 
turned down the bower. 

When playing second to a small card, 
do not ruff with right alone if it is the first 
trick. Kuff with left alone, especially with 
your partner's make or adoption. 

If your partner refuses to adopt the 
turn-up, and the third hand declares to 

4 



50 THIRD HAND. 

play alone, lead a card of the same suit 
as the turn-down. 

With one small trump, ruff as soon as 
you can. 

Do not finesse in lay cards. 

THIRD HAND. 

It requires a stronger hand to order or 
make the trump in this position than in 
the eldest hand, since you cannot depend 
upon your partner's lead, and he has dis- 
played weakness by passing. 

However, if you have a good hand at the 
turn-up, and are very strong at next, it is 
better to order, since the stronger you are 
at next, the greater the improbability that 
your partner will be able to make it next. 

It is wise to see your way absolutely 
clear to three tricks before ordering the 
riffht. 



THIRD HAND. 51 

There are certain hands, however, which 
by their strength compel you to order, — 
the right not being turned; and here are 
most of them. 

Order with four trumps. 

two bowers and another, 
two bowers and outside ace. 
three trumps and two aces, 
three trumps and one suit, 

headed by ace. 
right, ace, and another, 
left, ace, king, and outside 

ace. 
left, ace, king, and one suit, 
left, ace, king, dependent up- 
on the score, 
left, king and another, and 

outside ace. 
left, queen and another, and 
outside ace. 



52 THE DEALER. 

Order with ace, king and another, and 
outside ace. 

If you ruff, it is usually well to beat the 
turn-up. 

THE DEALER. 

Take up three trumps, 
right and ace. 
right and king, 
right and queen, 
right and another, and one suit, 
right, another, and outside ace. 
left, ace, and outside ace. 
left, another, outside ace ; and 
king, queen of the third suit, 
ace, king, and one suit headed 
by ace ; dependent upon score, 
two trumps and two aces. 
With the score at four-all or four-love 
in his favor, the dealer may play a lighter 



THE DEALER. 53 

hand than any mentioned above, especially 
if it is his best. 

Scores of three-all and four to two in 
dealer's favor require more than ordinary 
caution. 

With score four to three in dealer's 
favor he may play a shade lighter than 
ordinary. 

If it comes round to the dealer to make 
a trump, it is permissible to make it with 
somewhat less strength than would be re- 
quired in the other three hands. 

It is usually better with a fair hand to 
try for a point rather than to turn down 
for a euchre. If, however, the dealer is 
better at next, and holds both bowers of the 
cross-suit, it is good euchre to pass. 

If the dealer adopts the turn-up without 
assistance and has right and another, and 
takes the first trick with his small trump, 



54 THE DEALER. 

he should not lead the right unless he can 
follow with an ace. 

Always be careful how you play your 
small cards, and never play false cards. 

If the dealer adopts the turn-up, he 
should discard the lowest card of a 
short suit ; for example, with three trumps, 
ace, seven of one suit, and outside king, 
discard the king. Some prefer to keep 
the king with score four-all with only 
two trumps in the hand. With two 
trumps (clubs), ace, seven of hearts, and 
king, seven of diamonds, discard the seven 
of diamonds. 

With three trumps (clubs), ace, king of 
hearts, and ace of diamonds, discard the 
king of hearts, except when playing a lone 
hand, in which case discard the ace of 
diamonds. 

When your partner assists, and you take 



THE DEALER. 55 

the first or second trick, always give him a 
trump if he has not played one. 

Give all the information possible to your 
partner by your play ; for example, queen of 
clubs is turned up, and you are assisted and 
hold the king of clubs in your hand. If 
you or your partner take the first trick 
with a trump, play the king. If you hold 
both ace and king of clubs in your hand, 
play the ace. 

If you hold ace and king of an outside 
suit, throw away the ace as soon as possi- 
ble on your partner's trick, thereby show- 
ing him you have command of that suit. 
If, however, you see by the fall of the cards 
that your partner has no strength in his 
hand, you may conceal this information, 
since it will do him no good, and can only 
benefit your opponents. This, of course, 
applies to all four hands. 



56 THE BRIDGE. 

THE BRIDGE. 

There is such a variety of opinion about 
the bridge that the writers do not feel con- 
fident enough to express any decided view 
about the matter. 

It is a complicated question from a math- 
ematical point of view, and they have never 
kept any record for a long enough period 
of time to be of any practical value. 

They doubt, however, the expediency of 
keeping the bridge strictly. 

If, however, the bridge is to be kept at 
all, it should be kept always, and in the 
same manner ; otherwise you deceive your 
partner. 

There is a growing tendency to abolish 
the bridge. The writers remember dis- 
tinctly not long ago when every one kept 
the bridge ; now the same players take their 



THE BRIDGE. 57 

chances with two lay aces, or the ace and 
another in trumps. This, however, is purely 
a matter of taste, and is not offered here as 
an arbitrary rule. 

Naturally, some hands will make four 
beyond a doubt ; but it is much harder to 
get an imperfect lone hand through against 
two good players than against two inferior 
ones ; hence the better the players, the less 
is the value of the bridge against the ordi- 
nary lone hand. 

LONE HANDS. 

It is impossible to absolutely define a 
" lone hand." With the score three-all, four- 
all, or any score in your favor, do not risk 
a light lone hand. It is our opinion that 
a great many points are lost by not taking 
your partner with you for a march. 

With the score four- one or four-two 



58 LONE HANDS. 

against you, you may take a desperate 
chance. 

If your opponents keep bridges tolerably 
strictly, you must, of course, be more care- 
ful if tliey have passed. 

The eldest hand has the best position to 
play a lone hand, and the dealer the next 
best. 

The second and third hands have the 
weakest positions for lone hands, especially 
the third hand, if the turn-up is the trump, 
since if the third hand declares to play 
alone it has become an established custom 
for the dealer to discard next in suit, and 
for his partner to lead it to him. The 
third hand should take this into consider- 
ation before playing alone. This is the 
only case when the original lead of next in 
suit has any significance. 

In playing against a lone hand, you 



LONE HANDS. 59 

should lead from a short suit or suit of 
equals, if possible, and the fourth card you 
play (supposing always the lone hand to 
take the first four tricks with trumps) 
should inform your partner what suit you 
mean to keep. For example : Clubs are 
trumps. Eldest hand has two small trumps, 
queen of hearts, and queen and seven of 
spades. Lead the queen of hearts. The 
dealer, who is playing alone, ruffs the heart 
and leads both bowers and the ace of trumps. 
On the fourth trick you play the seven of 
spades ; your partner, holding the ace of 
spades and the ten of diamonds, should 
throw away the ace of spades and keep the 
ten, thereby attacking the lone hand in all 
three suits. 

Example : Clubs are trumps. The eld- 
est hand has the king of clubs, the king of 
hearts, the ace and seven of diamonds, and 



60 LONE HANDS. 

the ten of spades. Lead the king of hearts, 
throw away the ten of spades as early 
as possible, and play the seven, of dia- 
monds on the fourth trick, thereby in- 
forming your partner that you are keeping 
a diamond. 

If you lead from equals, — as king, 
queen, or queen, knave, — and your oppo- 
nent takes the trick with a card of that 
suit, throw away all your other cards, 
however high, and keep your second one 
of that suit. This applies always against 
the dealer, and usually against any other 
player. 

If the eldest hand holds the ace of hearts 
and the ace and king of spades (the trump 
being a club), lead the ace of hearts and 
advertise the command of the spade suit 
by throwing away the ace as soon as 
possible. 



LONE HANDS. 61 

An exception : For third hand, supposing 
the dealer to have taken the first three 
tricks without showing a lay card and to 
have led a winning trump for the fourth 
trick. If your partner's fourth card is a 
lay king, and you hold one card of that 
suit and one of another, neither of which 
suits has been ruffed, keep the card of the 
same suit as your partner's king on the 
fourth trick. 

With an assistance you may play a lone 
hand with less streng-th than otherwise. 

Should your partner declare to play 
alone, and you have a fair trump hand 
with no weakness in lay suits, it is good 
play to take it from him. 

COUPS. 

The following cases are offered to il- 
lustrate some of the fine points in the 



62 EXCEPTIONAL HANDS. 

game. Opportunities for making some of 
these plays occur frequently, and every 
ambitious euchre-player should be familiar 
with them. The easiest way to follow 
them is to place the cards on the table as 
shown below. 

A coup is when you depart from the 
ordinary established rules of play, with 
certain reasons for each special case. Do 
not hesitate when attempting a coup. Con- 
sider what the play of your adversaries 
means, as well as that of your partner. 

Bear in mind that coups are justified 
only in exceptional cases. 

In all these cases A and C are partners. 
A is the dealer, and the discard is supposed 
to have been properly made. 



EXCEPTIONAL HANDS. 63 

CASE I. 
Refusing to over trump. 
A 
9 of clubs (turn-up), 
Knave of clubs, 
Ace, king of hearts, 
8 of spades. 
D B 

King and 10 of clubs. Ace of clubs. 

Ace, 9 of spades. Queen, 8 of hearts, 

9 of hearts. I^ave of diamonds, 

10 of spades. 
C 
7, 8, and 10 of diamonds, 
Queen of spades, 
10 of hearts. 

Score, love-all. A adopts the trump. 

I'irst Trick. — B leads knave of dia- 
monds, C plays the seven, D ruffs with the 
ten of clubs, and A throws away the eight 
of spades. 

Second Trick. — D leads the ace of spades, 
A ruffs with the nine of clubs, and both B 
and C follow suit. 



64 EXCEPTIONAL HANDS. 

Third Trick. — A leads the right bower 
and catches the ace and king from B and 
D, while his partner throws his small 
diamond. 

Fourth Tricky — in this case A will win 
whether he leads the ace or king of hearts ; 
but his play should be the king, since his 
partner cannot help him in any way, and 
B might hold the left bower and pass 
the king of hearts, when he would ruff the 
ace. 

Kemarks. — If A goes over the ten of 
trumps with his right in the first trick, 
he will be euchred. This is the simplest 
coup, and is in constant use. It is not 
good euchre to do this when your partner 
has assisted. 



EXCEPTIONAL HANDS. 65 

CASE II. 
Leading through assistance. When to continue with 

trumps. 

A 

King of hearts (turn-up). 
Queen of hearts, 
Queen, knave of spades. 
Queen of clubs. 
D B 

8, 9, 10 of diamonds, Knave, 8 of hearts, 

10 of clubs. Ace of clubs, 

7 of hearts. King, 9 of spades. 

C 
Knave of diamonds. 
Ace of hearts, 
Ace, 8 of spades, 
7 of diamonds. 

Score, love-all. C assists. 

Remarks. — B leads the right through 
the assisting hand, C plays the ace, D the 
seven, and A should play the king. If A 
plays the queen to give information to his 
partner, B should at once continue with the 
eight of hearts, and thus effect a euchre. 
If A plays the king, B's natural play would 
be to lead the ace of clubs, whereby A and 
5 



66 EXCEPTIONAL HANDS. 

C make their point. Few cases arise when 
you should conceal information from your 
partner, but this is one of them. 

CASE III. 

RuflSng a winning card in order to draw trumps and 
score two. 

A 
9 of hearts (turn-up). 
Knave of diamonds, 
7 of hearts, 
Queen, 8 of clubs. 
D B 

Ace, king of hearts. Queen, 10 of hearts, 

King of spades. Ace of diamonds. 

King of diamonds. King of clubs, 

10 of clubs. 9 of spades. 

C 
Right, 8 of hearts. 
Ace of clubs, 
Ace, 10 of spades. 

Score, four to three in favor of A and 
C. C assists. 

Mr8t Trick. — B leads the ten of hearts, 
C plays the right, D the king, and A the 
seven. 



EXCEPTIONAL HANDS. 67 

Second Trick. — C leads the ace of clubs, 
D plajs the ten, A the eight of clubs, and 
B the king. 

Third Trick. — C leads the ace of spades, 
D plajs the king, A ruffs with the nine of 
hearts, and B plays the nine of spades. 

Fourth and Fifth Tricks. — A leads the 
left, thereby drawing all the trumps, and 
continues with the winning club. 

CASE IV. 
Leading a tramp up to the right. 
A 
Knave of hearts (turn-up), 
King of hearts, 
Ace of clubs. 
Ace, king of spades. 
D B 

9 of hearts. Knave of diamonds, 

7, 8 of spades. Ace, queen of hearts, 

King, 8 of clubs. 9 of spades. 

Ace of diamonds. 
C 
10, 7, hearts. 
Knave, 10 of spades, 
King of diamonds. 



68 EXCEPTIONAL HANDS. 

A adopts the trump. Score, four to one 
in favor of A and C. 

Mr§t Trick. — B leads the left, C plays 
the seven of hearts, D the nine, and A wins 
witli the right. 

Second Trick. — A leads the ace of spades, 
B follows with the nine, C with the ten, and 
D with the seven. 

Third.) Fourth, and Fifth Tricks. — No 
matter what A plays, he is euchred, since 
B wins the last three tricks. 

CASE V. 
Under-play in fourth hand with a large tenace. 

A 

Ace of diamonds (turn-up), 
Queen, 7 of diamonds, 
9, 7 of hearts. 
D B 

King, knave of clubs. Knave, king, 10 of 

Queen, 10 of spades, diamonds, 

8 of hearts. Ace, queen of hearts. 

C 
Knave of hearts,* 
King, 10 of hearts. 
King, 10 of spades. 



EXCEPTIONAL HANDS, 69 

Score, three-all. A adopts the trump. 

First Trick, — B leads ace of hearts, G 
plays the ten, D the eight, and A the seven. 

Second TricTc. — B continues with the 
queen of hearts, C covers, and wins with 
the king, D throws the ten of spades, and 
A the nine of hearts. 

Third Trick, — C leads the left bower, 
D throws the queen of spades, A the seven 
of diamonds, and B refuses to win by 
playing under with the ten of diamonds, 
thereby making a certainty of establishing 
the euchre with the tenace of right and 
king in the fourth and fifth tricks. 



70 EXCEPTIONAL HANDS. 

CASE VI. 

Trumping your partner's trick to put the lead through 
the strong hand. 

A 
Ace of diamonds (turn up). 
Knave of diamonds, 
10 of diamonds, 
King of spades, 
10 of clubs. 
D B 

King, 8 of hearts. Ace of spades, 

9, 8 of clubs, 7 of spades. 

Queen of diamonds. Knave of hearts, 

King, queen of clubs. 
C 
Ace, 10 of hearts, 
Knave, 7 of clubs. 
Queen of spades. 

Score three-all. A adopts the trump. 

MvBt Trick. — B leads the king of clubs, 
C follows with the seven of clubs, D with 
the eight of clubs, and A with the ten of 
clubs. 

Second Trick, — B continues with the 
queen of clubs, C plays the knave, D the 
nine, and A wins with the ten of diamonds. 



EXCEPTIONAL HANDS. 71 

TMrd Trick. — A leads the king of 
spades, B covers with the ace, C plays the 
queen, and D trumps, and wins with the 
queen of diamonds. 

Fourth Trick. — D leads the king of 
hearts, A ruffs with the ace, and is euchred 
by B's left bower. 

Remarks. — C in the third trick per- 
ceived that his queen was useless, unless 
used to trump his partner's trick and put 
the lead through A, with the hope that his 
• partner had the left and might be able to 
get it in. The ace was turned up, and A 
could have no card lower than the queen, 
since he had ruffed fourth hand with the 
ten. 



72 EXCEPTIONAL HANDS. 

CASE VII. 
Refusing to ruff when you hold the high trump. 

A 

Queen of clubs (turn-up). 
Right, ace of clubs, 
King, queen of spades. 
D B 

Ace, 9 of spades, Knave of spades. 

King, queen of diamonds, 8 of clubs. 

Knave of hearts. Ace, 9, 8 of hearts. 

C 
King, 10, 9 of clubs, 
7, 9 of diamonds. 

Score, three to one in favor of B and D. 

C assists, and A plajs alone. 

Fir^t Trick. — B leads ace of hearts, 
D follows with knave, and A ruffs with 
queen of clubs. 

Second Trick, — A leads the right, B 
plays the eight, and D the nine, of spades. 

Third Trick. — A leads the king of 
spades, B refuses to ruff, having the high- 
est trump, thereby euchring A. 



EXCEPTIONAL HANDS. 73 

The opportunity for this coup of refus- 
ing to ruff occurs very frequently. 

The following coups, which occurred re- 
cently in play, serve to show the possibilities 
of the game. They are offered here for 
the inspection of experienced players only, 
and not for the emulation of beginners. 

CASE VIII. 
A 

9 of diamoDds (turn-up), 

Knave of hearts, 

Queen of spades. 

Queen, 9 of hearts. 

D B 

Ace, queen, 10 of clubs. Ace, king, 10 of diamonds, 

King of hearts. Ace, 10 of spades. 

9 of spades. 

C 

Queen, 7, 8 of diamonds. 

Ace, 8 of hearts. 

Score, game-all and four-all. 
Mr%t Trick. — B very properly orders up, 
and leads the ace of diamonds ; C follows 



74 EXCEPTIONAL HANDS. 

with the seven, D throws the ten of clubs, 
and A takes with left bower. 

Second Trick. — A leads queen of spades, 
B covers with the ace, and C wins the trick 
with the eight of diamonds, D playing the 
nine of spades. 

Third Trich, — C leads the eight of hearts, 
D plays king of hearts, A plays nine of 
hearts, and B throws ten of spades (not 
a sure winner) on his partner's trick. 

Fourth Trich. — D leads ace of clubs, A 
ruffs with the nine of diamonds, B covers 
with the ten, and C wins the trick and 
scores a euchre with the queen of trumps. 

Remaeks. — C makes the coup by lead- 
ing the eight instead of the ace of hearts. 
C recognized the fact, after the fall of the 
cards in the second round, that B must have 
had three trumps to order with, and they 
must have been the ace, king, ten ; and after 



EXCEPTIONAL HANDS. 75 

he had taken the second trick he must 
throw the lead into D's hand, thereby mak- 
ing his queen against the king, ten. 

CASE IX. 

A 

Queen of clubs (turn-up), 
Right and left bowers, 
Queen, knave of diamonds. 
D B 

9 of clubs, Ace, king of clubs, 

10 of diamonds. Ace, king, 7 of diamonds. 

King, 7 of spades, 

7 of hearts. 

C 

Score, A C one ; B D three ; and one 
game. A plays alone. 

Fmt Trick, — B leads the ace of dia- 
monds, D plays the ten, and A the knave. 

Second Trick. — B leads the seven of 
diamonds, D trumps with the nine of clubs, 
and A plays the queen of diamonds. 

Third Trick, — No matter what D leads, 
A is euchred. 



76 EXCEPTIONAL HANDS. 

B here makes the coup by recognizing 
what A must have for a trump-hand, and 
leads his small and losing diamond, mak- 
ing it imperative for his partner to ruff, 
thereby putting the lead through A, and 
establishing the euchre. 



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Ethics and Evolution of Boxing. — I. Has Boxing a Real 
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of Greek Athletes. VI. The Sacred Games of Greece. VII. The 
Skill of Greek Boxers. VIII. The Gladiators of Rome. IX. Feud- 
alism Suppressed Popular Athletic Exercises. X. The First 
Modern Champion Boxer. XI. The First Modern Rules of the 
Ring. XII. Donnelly and Cooper on the Curragh of Kildare. XIII. 
A Lesson even in a Fight. XIV. Characteristics of Noted Boxers. 
XV. Boxing Compared with other Exercises. Appendix. — The 
Illustrations. Rules of the Ring London Prize-Ring Rules, as 
Revised by the British Pugilistic Association. Marquis of Queens- 
berry Rules Governing Contests for Endurance. American Fair- Play 
Rules to Govern Glove Contests. 

The Training of Athletes Tested by Every-Day Life. — I. Is 
Training Injurious? II. The Evils of Improper Training. III. 
Muscular Power Secondary to Respiratory Power. IV. The Food 
of Athletes in Training. V. A Day's Food and Exercise in Training. 
VI. Various Exercises and How to Practise 'J hem. VII. The 
Curse of the Closed Windows. VIII. Exercise for City Dwellers 
and School Children. IX. Corpulence, Diet, and Sleep. X. Hints 
for Training and Good Health. 

Ancient Irish Athletic Games ^ Exercises, and Weapons. — I. 
The Museum of the Royal Irish Academy. II. The Most Ancient 
Weapon used in Ireland. III. The Weapon-Feats of Cuchullin. 
IV. Mihtary Athletes of Ancient Ireland. V. Hurling: The Chief 
Game of Ancient Ireland. VI. The Ancient Games at Tailten and 
Carman. VII. An Heroic Combat in Ancient Ireland. VIII. A 
Glance Backward and Forward. 

Canoeing Sketches. — Canoeing on the Connecticut. Down the 
Susquehanna in a Canoe. Down the Delaware River in a Canoe. 



*^ Sold by booksellers. Sent, fost-paid., on receipt of 
price, by the publishers, 

TICKNOR & CO., Boston. 






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